17,530 Commits over 1,614 Days - 0.45cph!
Moved hair/eye data to Human out of HumanView
Tracker portrait first click selects, second click follows
Added stats for day/night vision (not actually doing anything yet)
large amounts of meta files changed on import
not sure why these didnt go in with the last checkin, meta files from update to 5.5
Senses should now take light level into account
removed anims that crash the import
Flicker state fix, a bunch of metas again ;\
Fixed rare NRE when playing in a scene without tribe spawn
Shader variants
Updated SpeedTree shaders with instancing support
Instanced shader for rocks
Camera culling tweaks
Disabled NavMeshObstacles on decor rocks (temporary, need to be enabled after spawn via a coroutine)
Island 1 navmesh
use j instead of i inside j loops!
Fixed kill history recording incorrect unit as attacker.
made carry pose non looping to fix weird whole body freeze with carrying deer
Player created desire momentum tweak.
Cooking AI tweak.
AvatarPostprocessor moved to AvatarUtility, available via menu
Fixed badly imported flame fx texture
Profiling directives, fixed a couple of bad samples
VisualFX particle system API changes
Fixed potential DebugToolsObject.DrawUnitGizmos NRE
Animation event debug stuff
Fixed VisualFXParameters adding duplicate VisualFX components to prefabs when cached
Removed animations from ConsumeFromX interactions
removed unused materials and switched used one to new animal shader for the bear
switched animal_skin shader to new shader (used on clothes)
Skin shader tweaks
TakeFromDispenser picks up item using animation bypass overload
TakeFromDispenserSettings consume fix
Particle egg thing backup because I'm too lazy to split into a new proj right now
cleaned up and swapped shader on animal materials
changed hair to new shader
ASE.CustomMaterialInspector error fix
Fixed egg thing because reasons
Added Consideration Group (needs editor work)
Re-worked food AI related to resources/dispensers, humans now take food from dispensers, relying on DM to then eat that food
Added DispensablesConditionSettings, for checking if a target Dispenser provides suitable food for a unit's diet
ConsiderationGroupSettings editor